Paladin Revamp
#1
Eyeonix has posted in the Paladin Forum: http://forums.worldofwarcraft.com/thread.a...&tmp=1#blizzard

Quote:I'm posting here today in an attempt to initiate an improved relationship with those playing the Paladin class. The class specific forums have always been the number one source of information for me when attempting to gather player feedback. Moving forward however, I'd like for these boards to become the number one source of information for you when attempting to gather news and information.

It should be a relationship of mutual benefit.

I'm not going to dance around any issue. In patch 1.9 you had an extensive review which resulted in many changes to the makeup of your class. Many of you aren't happy with some of the changes, and some of you aren't happy with many of the changes.

Overall, we are happy with the majority of changes introduced for the paladin in patch 1.9. It definitely brought the class much closer to what our original design goals were when creating the Paladin. With that being said, we're still not completely satisfied with class and intend to review specific elements of the class over the next few patches.

Next patch for instance, we've made a few tweaks. Holy Shock will work with Divine Favor and Illumination. We're also reducing its mana cost. Holy Shield's mana cost will be reduced by approximately 15% and the effect will have a small bonus coefficient from spell damage items and effects. Seal of Command will be able to proc when the Paladin is silenced.

We're also increasing the damage per swing and the contribution from +spell dmg gear on Seal of Righteousness when using a 2-handed weapon in order to make it more competitive with Seal of Command with a 2-handed weapon.

Lastly, we're also increasing the range of Lay on Hands, Divine Intervention and all Greater Blessings.

These changes are all fairly minor and don't address your major concerns, I'm aware. I'm sharing them with you because this is how I'd like things to work from here on out. I gather feedback from this forum and provide you with information, both big and small as soon as it's available.

Some of the other items which we're going to focus on over the next few patches relate specifically to the Paladin's ability to tank in groups, and the overall interactivity of the Paladin in raids.
See you in Town,
-Z
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#2
But where are the Holy Surfboards?
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#3
Drasca,Feb 26 2006, 01:41 PM Wrote:But where are the Holy Surfboards?
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We only wish to ride the raging tides with the power of the Light.
"AND THEN THE PALADIN TOOK MY EYES!"
Forever oppressed by the GOLs.
Grom Hellscream: [Orcish] kek
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#4
New Eyonix post on the paladin boards:

Quote: I've been reading through a substantial amount of the feedback presented on this board. Some of you have done an outstanding job presenting your thoughts, and I thank you greatly. I wanted to take a moment to discuss of few items with you. First, I see a number of threads begging for some explanation pertaining to the Paladin's overall role in World of Warcraft, primarily of course, the role of the class end-game. The Paladin class is designed to be a great support character with high survivability and very efficient heals. Not only should the Paladin serve any group well as a useful off-tank, if played well they can be used effectively as a main tank in smaller dungeons.

We don't intend for the Paladin to ever be as effective in tanking as the Warrior or even the Druid, which was designed specifically to be a replacement tank in the case that a Warrior wasn't present.

Now as I've stated, one of our goals is to improve the Paladin's ability to main-tank since currently they are not as effective as we'd like them to be. What I haven't elaborated on however is the specifics of how far we'd like these improvements to take the class. We're looking to improve the Paladin's tanking abilities in such a way that players who take advantage of their class strengths can main-tank in instances capped at 5, 10, 15 and even 20 player instances. We don't feel the Paladin is too far from being able to accomplish this feat.

I've seen requests from players to change Holy Shield so that it generates threat. Players should be aware that damage caused by Holy Shield does in-fact cause 20% additional threat. This has been active since 1.9, but was undocumented. The tool-tip will be updated accordingly for patch 1.10. With that being stated, we are in the process of evaluating the amount of threat this spell generates.

It should also be noted that currently, Righteous Fury is not generating the correct amount of additional threat on all holy damage. There are some abilities, such as Retribution Aura that this did not work correctly. Once 1.10 is live, this will be fixed and Righteous Fury will be a more effective threat generating ability.

We're taking a pass at all threat generating abilities, and it's likely that players will see some mathematical improvements to abilities over the course of the next few patches. In addition, we're in the process of reviewing the Protection tree with plans to make it more appealing for players choosing to follow the protection path.

I'm reading your feedback, and I'm discussing it with the design team. Please continue to work with me and remain constructive in your posting. Even more importantly however, please realize that messages such as this aren't necessarily all that's in-store for the class but rather all the information I have for you at this particular moment in time.

Stick a fork in 'er, she's done.
"AND THEN THE PALADIN TOOK MY EYES!"
Forever oppressed by the GOLs.
Grom Hellscream: [Orcish] kek
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#5
Rinnhart,Feb 27 2006, 07:00 PM Wrote:New Eyonix post on the paladin boards:
Stick a fork in 'er, she's done.
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They love dangling carrots in front of us. The Chuck Norris-style roundhouse to the teeth when they said they never intended paladins a stand in for warriors or druids was particularly choice.
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#6
Quote:Righteous Fury is not generating the correct amount of additional threat on all holy damage. There are some abilities, such as Retribution Aura that this did not work correctly. Once 1.10 is live, this will be fixed and Righteous Fury will be a more effective threat generating ability.

My pala, who likes to tank has the improved retributation aura, and uses this in addition to consecration. Without retributation aura, he can't hold aggro nearly as good as with it.
(IIRC judged crusader and seal of wisdom.)

He is actually a reasonable good tank, as long as the mob doesn't require taunt to regain aggro after a deaggroing move.
He has tanked a lot^^
All of DM, UBRS, LBRS, Strat, Scholo.
Every trash mob in Zul'Gurub, and a Core hound pack in MC. And he could actually hold aggro against everyone aoeing, but needed a lot more healing.

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